Cant upload a video right now but its very easy to reproduce. Basically, if you start shooting, move during the time in which your attack isnt going off, and then, just before the swing starts, you stop, then your character will start the swing as normal. You can see this timer with addons like Auto Swing Timer (I use this one, pretty reliable). Now, if you start shooting, shoot a few arrows and then walk for, lets say, 4 seconds and start shooting again, the swing animation will actually take longer. Did this happen in vanilla, or is this a bug of classic? I didnt play, so I really have no clue. Thanks for reading.
EDIT: https://youtu.be/TW9wP0J--BM?t=472 check that timestamp. Joana moved after killing the moonkin and after taking position, his gun did the normal swing animation and started shooting. If you try reproducing this in classic the swing will take longer.
I watched some of Joanas speedrun videos and it didnt seem to happen. Are you sure it happened? Like, the swing taking longer for no reason?
https://youtu.be/TW9wP0J--BM?t=472 check that timestamp. Joana moved after killing the moonkin and after taking position, his gun did the normal swing animation and started shooting. If you try reproducing this in classic the swing will take longer.
I do not ave my hunters video at hand, but I think it happened some point when AQ was already out . But i cannot say 100% if whatever issue I had with my auto shots is same thing with you. I remember I had problems in BGs where this was most noticeable for me.
To be 100% sure of so old matters, I’d need to find my videos, but not sure on which old cD rom my hunters pvp videos are All I can say there were issues and it is possible that the glitch in the matrix is not due to Classic.
Maybe it is byproduct of … how they called it on forums here “spellbatching” ? Then in this case it would be classic related issue and what i experienced was normal server-player lag and communication where as here it would be artificially generated by server.
And now for that we need more hunters to report in to give comparison samples.
Actually I would say no. If spell batching was the problem, when I did the correct swing movements I would still cancel my shots since sometimes the spell batching ticks would catch me moving and would make me wait some extra time until the next tick verifies that im standing still. That was a theory I had, but after doing it like 100 times, I can confidently say that the hunter shot is handled client side, as cancelling your shot just right before the swing goes off will make the hunter stop the animation but the arrow will go off (and the arrow animation will play wrong, shooting a bit away from the hunter). If this was a byproduct of spellbatching, the attack would cancel sometimes. I will make another thread tomorrow with a video. This problem only occurs when you walk for X amount of time after you shoot an arrow, which is the swing time being longer than it should.
Very nice to see people as committed as you are to report this kind of bugs. This is absolutely very important to get the game in the best possible and most authentic shape.
Please go and read Blizzards official “Not A Bug” list.
This is exactly how it is meant to work, the developers clearly said “This is intended function, as checked on the reference client.” or words to that effect.
Hunters can sometimes experience a slight delay before recasting Auto Shot after moving.
Note: There is a hidden “retry” timer that occurs if the hunter is moving when the normal swing timer finishes. This timer checks for hunter movement before trying to resume auto shot, and this timer refreshes every 500ms when the hunter is moving. This means that if a Hunter is moving and stops moving just after this timer refreshes, you need to wait until this retry timer checks again to validate that you are no longer moving before you resume casting auto shot. This is not a result of spell batching or server heartbeats, and is specific to the functionality of a Hunter’s Auto Shot and is consistent with Auto Shot functionality on the Reference client